
Origin
Joined: Jun 24, 2008
KNEE!!!
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Posted: Aug 16, 2008 11:50 AM
Msg. 1 of 6
Yea I'm havin trouble getting my ai to move. I made a bunch of command lists and when i execute them via devmode command, nothing happens!
and also what is the unit name for an ai? i know for a player its (unit (list_get (players) 0)) what is it for ai?
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Advancebo
Joined: Jan 14, 2008
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Posted: Aug 16, 2008 11:57 AM
Msg. 2 of 6
u name them in sapien.
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Origin
Joined: Jun 24, 2008
KNEE!!!
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Posted: Aug 16, 2008 12:45 PM
Msg. 3 of 6
The encounter or the squad?
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Aug 16, 2008 12:49 PM
Msg. 4 of 6
Either one, doesn't matter. You refer to them using the ai_actors command. It converts the ai reference to an object list.
Now you ask why they aren't following the command list? Uncheck the 'allow initiative' option. They should do it just fine. What exactly are you trying to get them to do?
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Aug 16, 2008 12:59 PM
Msg. 5 of 6
(ai_actors <encounter name[/squad name]>)
You don't need the squad name, but if you want to be more specific, then you can use it. For example, if my encounter name is "kill" and one of its squads is named "me", then this would be the ai_actors reference which is used for the argument <object_list> in any command:
(ai_actors kill/me)
So:
(object_cannot_take_damage (ai_actors kill/me))
That would make that squad invincible.
To refer to them as a unit, you use something very similar to a unit player reference:
(unit (list_get (ai_actors <ai>) #)))
So, for the above example:
(unit_kill (unit (list_get (ai_actors kill/me) 0)))
That would kill biped number 0 from that encounter's squad.
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Origin
Joined: Jun 24, 2008
KNEE!!!
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Posted: Aug 16, 2008 01:19 PM
Msg. 6 of 6
im trying to make them move
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